Official Codex Discord Server

  1. Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.
    Dismiss Notice

Wasteland Wasteland 2 Pre-Release Discussion Thread [GAME RELEASED, GO TO NEW THREAD]

Discussion in 'inXile Entertainment' started by turrican, Feb 15, 2012.

  1. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
    Joined:
    Jan 7, 2003
    Messages:
    27,599
     
    ^ Top  
  2. I_am_Ian Arbiter Patron

    I_am_Ian
    Joined:
    Feb 16, 2012
    Messages:
    507
    Location:
    The United States of America
    Are you implying you get the same question, VD?
     
    ^ Top  
  3. Vault Dweller Commissar, Red Star Studio Developer

    Vault Dweller
    Joined:
    Jan 7, 2003
    Messages:
    27,599
    I'm agreeing with Metro. Wholeheartedly.
     
    ^ Top  
  4. MetalCraze Arcane

    MetalCraze
    Joined:
    Jul 3, 2007
    Messages:
    21,104
    Location:
    Urkanistan
    Stoic's kickstarter already went down the drain. Leaving EA to make Final Fantasy Tactics crap. Sounds smart.
    I have a bad feeling about this... With 1.5 years long dev cycle and all.

    cRPGs were doing it in 20th century.
     
    ^ Top  
  5. sgc_meltdown Arcane

    sgc_meltdown
    Joined:
    May 8, 2003
    Messages:
    6,000
    I hope you don't mean there's reaction time involved

    In any case

    1) what's to stop the player from trying all his moderate-high skills at any perceived turning point during a conversation (limiting amount of tries? based on charisma?) And to aid the player: what subtle clues exactly, are you thinking up to specific interface cues like a small icon indicating 'something extra to be found'? Or just judge according to dialog?

    2) There should be free for all skillcheck branches you can trigger at any time, like for example doing something non time critical(i.e. not a hostage situation, etc)but still requiring specialist knowledge to start, like beginning a conversation about advanced battlefield surgery. Or is that too casual and without a sense of urgency

    3) What about feedback upon failure, should there any at all like continuing from the previous example the doctor might say "I'll teach you more but you should get your fundamentals down first", or when there isn't such an option at all? I'm thinking a random line from a pool of responses for each skill that npcs won't talk about.

    4)Oh god what about the adventure gamey 'use item on npc" command, or should items that begin quests automatically give you access to the new dialog

    bro don't mind the questioning think of it as a codexian reaction to any feature being described as opposed to the usual gamer response of "sounds awesome and innovative"
     
    • Brofist Brofist x 1
    ^ Top  
  6. Clockwork Knight Arcane

    Clockwork Knight
    Joined:
    May 6, 2009
    Messages:
    1,869,454
    Location:
    Glass Fields, Ruins of Old Iran
    You mean something like this?


    I agree with meltdown, sounds like it would encourage trying EVERYTHING ON EVERYONE just to make sure you didn't miss anything.
     
    • Brofist Brofist x 1
    ^ Top  
  7. sgc_meltdown Arcane

    sgc_meltdown
    Joined:
    May 8, 2003
    Messages:
    6,000
     
    ^ Top  
  8. Aeschylus Prestigious Gentleman Swindler Patron

    Aeschylus
    Joined:
    Mar 13, 2012
    Messages:
    2,482
    Location:
    Phleebhut
    Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
    You got adventure game in my RPG! No, seriously, this is a really cool idea, and I can't believe I've never seen it tried before in a game. Letting the player be creative with their skills in conversation, and possibly hiding some cool stuff in there for observant players could be really, really interesting.
     
    ^ Top  
  9. Clockwork Knight Arcane

    Clockwork Knight
    Joined:
    May 6, 2009
    Messages:
    1,869,454
    Location:
    Glass Fields, Ruins of Old Iran
    In theory, yes.

    In practice, you're gonna have this feeling that very NPC could be behaving in an intentionally ambiguous way so you'll just mechanically click through the skill list whenever the dialogue is a little more specific than "Welcome to Ranger HQ!".

     
    • Brofist Brofist x 1
    ^ Top  
  10. Aeschylus Prestigious Gentleman Swindler Patron

    Aeschylus
    Joined:
    Mar 13, 2012
    Messages:
    2,482
    Location:
    Phleebhut
    Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
    People who are that OCD are going to be stopping to use their skills on every suspicious looking tile anyway, I don't really see the issue as long as the skills checks are fairly flexible and logical.
     
    ^ Top  
  11. SCO Arcane In My Safe Space

    SCO
    Joined:
    Feb 3, 2009
    Messages:
    16,297
    Shadorwun: Hong Kong
    Never played QFG or Bloodnet before did you?
     
    ^ Top  
  12. Aeschylus Prestigious Gentleman Swindler Patron

    Aeschylus
    Joined:
    Mar 13, 2012
    Messages:
    2,482
    Location:
    Phleebhut
    Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
    I've played every single QFG game repeatedly, and I don't recall any instances of using your skills in conversation. You can use skills creatively on the environment of course, but there's no conversational interrupts. Or were you referring to Adventure/RPG hybrids existing in general?
     
    ^ Top  
  13. SCO Arcane In My Safe Space

    SCO
    Joined:
    Feb 3, 2009
    Messages:
    16,297
    Shadorwun: Hong Kong
    Yeah that. But there are "skills" used in conversation too (honor and that "conversation" skill). Not to mention the class checks like the thieves sign.
    And fallout was chock full of them.
    I thought you meant the combination of objects and conversations (which are automatic in fallout, but could be a kind of "inventory" puzzle) - which are a staple of the adventure genre, so are naturally present in hybrids instead of "have skill-> can do" like in pure rpgs.

    In fact, the only examples i remember (in fallout 2 - but without conversation, more like a scripted sequence) are the heart pills and the venon-cannister for the assassination of that dude in New Reno. And Nethack, which is almost more than adventure like with it's playful item/object/action combinations.
     
    ^ Top  
  14. Aeschylus Prestigious Gentleman Swindler Patron

    Aeschylus
    Joined:
    Mar 13, 2012
    Messages:
    2,482
    Location:
    Phleebhut
    Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
    Well, yeah but those are no different from any other passive skill check in conversations in RPGs. Anyway, I think the idea of being able to use skills actively in conversation is an interesting one, as long as the checks are logically designed.
     
    ^ Top  
  15. SCO Arcane In My Safe Space

    SCO
    Joined:
    Feb 3, 2009
    Messages:
    16,297
    Shadorwun: Hong Kong
    One of the problems of the modern game IMO is that they've went too far in affordance - you always know when you can use a object or skill, even fallout had a perk to color-code the dialog options according to target reaction.

    Take away the streamlining please.
     
    ^ Top  
  16. Clockwork Knight Arcane

    Clockwork Knight
    Joined:
    May 6, 2009
    Messages:
    1,869,454
    Location:
    Glass Fields, Ruins of Old Iran
    I get the impression some codexers don't really like RPGs, they just liked Fallout.

    Also it's somewhat telling the Codex' favorites are usually easy, atmosphere heavy games. The holy trinity in particular.
     
    • Brofist Brofist x 3
    ^ Top  
  17. TwinkieGorilla does a good job. Patron

    TwinkieGorilla
    Joined:
    Oct 19, 2007
    Messages:
    5,466
    Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
    :lol:

    Yeah. I'm not so sure this is any better an idea than the "ask" feature in Fallout.
     
    ^ Top  
  18. TwinkieGorilla does a good job. Patron

    TwinkieGorilla
    Joined:
    Oct 19, 2007
    Messages:
    5,466
    Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
    Oh come on, man. Yeah there are a lot of Fallout people here. Myself included. But I was there in the day of the c64 turning corners, burning torches and typing "Use *insert item*" at every goddamn command I could. Most people here are fairly well-versed in that which preceded them. No need to belittle that for any reason. Fallout was like Twin Peaks. It was fucking good and different from anything else at the time...and people responded to it. You can't fault people for remembering something memorable.
     
    ^ Top  
  19. Alex betthurt

    Alex
    Joined:
    Jun 14, 2007
    Messages:
    5,067
    Location:
    São Paulo - Brasil
    No, far from it. I just meant that for the skill to work correctly, it must be used in a context that makes sense. For example, if you are trying to bribe a guard, it won't do to just offer the bribe as soon as you talk to him. You have to make some small talk with him, get him to tell you about how poorly they are paid, or how his roof leaks when it rains and he has no money to fix it. Then you move in to the kill.

    Well, using the wrong skill at the right time might have amusing results to begin with. If you try seducing a biker gang leader (who happens to be very straight) with an all male party, the complete opposite of what Bioware fans expected might happen. Trying diplomacy with him might not be so bad, but he might enter bully mode, making demands that clearly will get you into trouble "Sure, we can talk. But first give your weapons to Larry here. You know, as a sign of trust". Then again, diplomacy might prove more effective after he was threatened, and threatening him might be more effective after you busted a few skulls of his gang.

    As for the hints, yes, I meant dialog only. And not necessarily from the NPC either. For example, a caravan guard might remark some time that the tough leader of the band actually has a soft spot for learned men, cuing the player that a character with more academic skills might be able to use a "seduce" skill on her.

    I think options that are only part of the dialog tree, of meeting a specific character, could use the old branching format. I really see no problem with that. Sometimes a conversation is just a conversation, and the dialog tree is one of the easiest ways to make it flow well, so go with it. Other times, however, a conversation option means something, changes something. It is in these cases I think such a system might really be useful.

    Don't know for sure how to best implement this, but I definitely think good feedback for failure is important. I was just playing Maniac Mansion recently, and I noticed that when you asked a kid to do something he couldn't the feedback was different from when you asked something impossible. This helped make the game better (even if I was to hardheaded t notice the difference all those years ago when I first played it).

    Well, I would definitely like that. Maybe not for all items, if a use was obvious, just present it in dialog. But having the world be full of secrets you might larn and act on can make for a very fun game in my opinion.

    No problem at all. I am actually glad you asked questions instead of just going "awesome (and innovative)".

    Clockwork Knight

    I was going to say this wouldn't be much more of problem than trying every verb on every noun in an adventure game. But now that I think about it, I think having the use of these skills be more context sensitive could greatly help this. It is not just a question of threatening, but blackmailing someone with the evidence. It is not just a question of using diplomacy, it is knowing what the other side wants, and what they are willing to give.

    SCO

    I know you probably meant bloodnet, not nethack, but if you didn't, I really need to get to deeper levels in that game.:) But you are right, some games did something like this before. Neuromancer isn't really an RPG, but it implemented skill use in dialog much like this. Well, at least it implemented cop talk like this, I don't remember if there were other occasions where it came up.

    TwinkieGorilla

    Well, I think that as long as they implement enough instances of it, and have enough hints lying around, it might actually make for good gameplay. What really worries me is whether it would be worth the extra work, given their budget. By the way, I was going to post a topic about the "ask" from fallout, suggesting it was used in a similar way to Neuromancer. It is a bit late now, though ,so I will do it tomorrow.
     
    • Brofist Brofist x 1
    ^ Top  
  20. RK47 collides like two planets pulled by gravity Patron

    RK47
    Joined:
    Feb 23, 2006
    Messages:
    27,883
    Location:
    Not Here
    Dead State Divinity: Original Sin
    Yeah. I'm done.
     
    ^ Top  
  21. Johannes Arcane

    Johannes
    Joined:
    Nov 20, 2010
    Messages:
    9,937
    Location:
    casting coach
    So if I find Fallout combat to be shitty and doubly so around useless trash mobs like rats or ants, and prefer the more interesting multi-solution questlines of FO1, I don't like RPGs?

    In any case I recall FO2 having much bigger amount of straightforward fetch quests (but could be due to just it having more quests overall actually). Every town in FO1 made me stay for a while and look, often in FO2 though I'd look around and feel like there's shit all to do there - the town with the wedding possiblility comes to mind most prominently. But I don't really mind having some towns with not so much in them, I'll just move on forward in that case and it does bring a certain ambience to the gameworld. Playing Arcanum for example as a kid, I remember being annoyed how the world didn't feature any smaller villages or towns (beside the starting one), traveling around and seeing only big cities felt a bit disjointed.

    Of course, in games with actual enjoyable combat it is the main gameplay course, but cmon, FO combat? I'll be picking diallogue options over that shit any day.
     
    • Brofist Brofist x 1
    ^ Top  
  22. mondblut Arcane

    mondblut
    Joined:
    Aug 10, 2005
    Messages:
    16,540
    Location:
    Ingrija
    Klamath and Modoc? You mean those "let's drop theme parks for a moment and make a couple of settlements exactly like they were in F1" ones? Yeah, they were boring and filler. Just like every settlement in F1, indeed.

    Methinks somebody takes a genre dedicated almost exclusively to gay bikers in BDSM harnesses too seriously.

    Personally, I'll take gangsters in fedoras and scientology celebrities over mutated orcs and men in leather harnesses any day. Not to mention Monty Python - every, and I do mean every, RPG must be wholly and completely dedicated to them.
     
    • Brofist Brofist x 1
    ^ Top  
  23. Wyrmlord Arcane

    Wyrmlord
    Joined:
    Feb 3, 2008
    Messages:
    28,880
    Dark Underlord himself almost never played any RPG outside Fallout and Arcanum.
     
    ^ Top  
  24. Wyrmlord Arcane

    Wyrmlord
    Joined:
    Feb 3, 2008
    Messages:
    28,880
    And more than in Fallout 2.

    :troll:
     
    ^ Top  
  25. commie The Last Marxist Patron

    commie
    Joined:
    May 12, 2010
    Messages:
    1,865,064
    Location:
    Where one can weep in peace
    Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
    Heh, yeah.

    Actually playing more I got to thinking how good the text parser is in this type of game. It really makes you to look for clues as to be able to know what to ask about rather than having it served up on a plate with a relevant conversation topic automatically appearing when you find the right thing. Even Morrowind's key word list is a kind of 'cheat' as you can easily see by what is recorded as to whether it's relevant or just a red herring. I wouldn't mind it as a compromise for the less hardcore crowd though as it's still better than the Bioware or modern Bethesda model where you can only ask about certain limited things only when the developers let you.

    Like this you are forced to explore, ask around, use non combat skills like perception, intimidate etc. to find out things. Then you have to decide what is relevant and what isn't and based on this you can ask people about things you know about through actual work..you know actual role playing shit.

    Of course it would be a great benefit to have an in game journal which would record conversations and document details rather than having to write everything down. This would only be sensible if something like a more complex conversation system was implemented in this day and age and would not be dumbing down, just a convenience. You'd still have to read to figure out what to ask about.


    Incidentally what was the text parser for in FO1 and FO2? I think I used it once. It seemed like a left over relic in those games as it wasn't necessary.
     
    • Brofist Brofist x 2
    • Shit Shit x 1
    ^ Top  

(buying stuff via the above buttons helps us pay the hosting bills, thanks!)